JavaScript is required to use Bungie.net

Forums

originally posted in: Class Advantages
Edited by Plum: 3/2/2015 7:31:06 PM
14
I personally have 1 of each classes, with both subs maxed out so I'll try and give an overview of them for you. Hunter Arcblade (short range offense/stealth) Pros: Invisibility can be obtained once the perk is unlocked, and an extended version even later, combined with gear, makes some areas easy to sneak through. It's super can be extended during hordes using the right build to last as long as you have enemies to kill, but it runs he risk of dying easily due to how close you sometimes have to be. Cons: Hunters are somewhat weak compared to other classes, taking more damage. It's super is limited by range, having to be next to your opponent generally to do damage. Yes it can have an extended "shock wave" type attack, but it's fairly useless against bosses and tier 3 ultras as most will kill you before you kill them. Some jumps will be harder to accomplish. Hunter Gunslinger (long range/brief high damage) Pros: The big seller for the gunslinger is the golden gun. Standard super gets you 3 shots that will kill most vanilla enemies in 1 shot, and is brutal in PvP. Has a higher defense than the arcblade class, and does more overall damage with it's super at range. Can string perks with kills to add stability to weapons for a brief time, as well as reload speeds. Overall better for gunplay. Cons: Throwing knives aren't consistent to use and essentially do nothing to higher level classes Summary: Hunters are good to get in and out fast, with or without being detected, and can do massive damage. They have weak defense though compared to other classes, and the supers are dependent on the enemy as to how they'll be effective. Personally, I run the arcblade, purely to go invisible, the supers in the class just don't do enough damage for me to really use. Arcblade can be used to go hidden though, that's about the only time I'll use it. Titan Striker (offensive tank) Pros: The stiker can take as much damage as it gives out, with an area super that can devastate enemies at all levels in a wide area. Punch things hard and take a beating. Cons: Can be fairly slow agility wise, and the super can be hard to aim at times the jump before will often bounce you off of a wall in tight spaces. Titan Defender (defensive support) Pros: The super "bubble", ward of dawn, can be used to block all incoming damage for a brief time, while all inside it, or pass through it, can gain temporary buffs to damage or defense. High defense, good grenade options. Cons: You won't be doing any damage with your super outside of the right helmet and enemies walking into it being blinded. This is purely for defensive and support type rolls. that also being said, while the super will stop incoming fire, it will not stop enemies from just walking into the bubble directly. Summary: Titans have 2 modes. Offensive tank, and defensive tank. Only one will do damage as far as supers go, but the defensive side is fairly sought after for raids. Good overall class, no real downside. Warlock Voidwalker (Ranged offensive) Pros: Voidwalkers can deal massive amounts of damage from close to long range with their nova bomb. Like the titan striker, it can do lasting small area damage. it can be in a single massive bomb or three smaller ones that can travel far and fast or close and wide. Grenades can also last in a small area and block off doorways. The melee seems to have a longer range than other classes as well. Cons: The Voidwalker is the glass-cannon of Destiny. It can do massive damage once per super, but it has low defense compared to the others. Good for high damage, other than that you better be good with your gun until it charges again. Warlock Sunsinger (Solar support) Pros: Sunsingers are all about 2 things. Self revive, and grenades. Self revive is awesome if you're running a nightfall and you can save it to not get wiped back to orbit. When you use radiance, all of your abilities cool down at a super fast rate. The last perk is 2 grenades, grenades that refresh super fast under radiance. All about that grenade spam. Lots and lots of grenade spam. Cons: Grenades can be hard to hit all the time. Outside of that it's all gun damage and saving a self res for when you or the team needs it. Summary: Again, Warlocks are glass cannons. Low defense but high offense. Self res is the highlight of the class and immensely useful if you use it SMARTLY. Something most players tend to not do. This is just my opinions of this from my experience. Titans are the most balanced, warlocks can deal some serious damage, and hunters are all about the stealth. Play around, find which one you like best, but don't be afraid to switch on the fly. Good Luck.
English

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon